Studios adopt AI expecting acceleration. What they get is the same bottlenecks QA, UI, tech debt now failing faster. We build tooling that removes the root causes, so AI can actually work.
Get Early Access →They solve a narrow set of tasks. They can't be chained into a pipeline. And vibe-coded internal tools only make integration harder.
LLMs absorb the bad practices already present in a legacy codebase. Human reviewers cannot keep up with the rate of generation. Debt compounds silently.
Review cadence roughly matches generation cadence. Bad patterns are caught in PR.
The agent learns how not to write code by looking at the legacy codebase — then reproduces exactly that. Human PR becomes the bottleneck; debt compounds.
The human is a 5th wheel, ping-ponging with the bot. Every cycle loses context.
The agent closes the loop itself. Human sets the rules, not the fixes.
A single integration point. The agent gets access to coder tools, the editor, and the running game build over the network. Plugs into your pipelines.
Access to the Roslyn compiler and coder tooling.
Access to native Unity Editor APIs.
Connects to the build over the network. QA tools, debug overlays, cheat commands — the agent can test the game, not just generate code for it.
Notice recurring debt in the codebase.
Configure the Validator to detect it.
Every match is fixed. Dashboard tracks the result.
| ✗ | Performance test regression | 12 | +4 |
| ✗ | Business logic in UI layer | 8 | +2 |
| ! | Scene validator: missing refs | 5 | 0 |
| ✓ | Game config schema mismatch | 0 | -3 |
| ✓ | Code convention #1: naming | 0 | -6 |
| ✓ | Code convention #2: structure | 0 | -2 |
| ✓ | Acceptance test failures | 0 | -1 |
Layout handoff is the third chronic bottleneck. Agents reverse-engineer layout and behaviour from videos or screenshots and assemble it in uGUI — or your custom UI framework — bounded by your conventions and tooling.